Change Screen Origin Of PrintEventArgs.Graphics in C#
I been messing around with drawing 3D Objects in C# using PaintEventArgs.Graphics and the following code
public void findPoints()
{
xp1 = (p1x * 1000) / (p1z + 1000);
xp2 = (p2x * 1000) / (p2z + 1000);
xp3 = (p3x * 1000) / (p3z + 1000);
xp4 = (p4x * 1000) / (p4z + 1000);
yp1 = (p1y * 1000) / (p1z + 1000);
yp2 = (p2y * 1000) / (p2z + 1000);
yp3 = (p3y * 1000) / (p3z + 1000);
yp4 = (p4y * 1000) / (p4z + 1000);
xp5 = (p5x * 1000) / (p5z + 1000);
xp6 = (p6x * 1000) / (p6z + 1000);
xp7 = (p7x * 1000) / (p7z + 1000);
xp8 = (p8x * 1000) / (p8z + 1000);
yp5 = (p5y * 1000) / (p5z + 1000);
yp6 = (p6y * 1000) / (p6z + 1000);
yp7 = (p7y * 1000) / (p7z + 1000);
yp8 = (p8y * 1000) / (p8z + 1000);
}
private void drawCube(PaintEventArgs e)
{
/*
* Bottom left = 1
* Bottom right = 2
* Top right = 3
* Top left = 4
* Back Top left = 5
* Back Top right = 6
* Back bottom right = 7
* Back bottom left = 8
*/
findPoints();
Graphics g = e.Graphics;
g.DrawLine(pen, xp1, yp1, xp2, yp2);
g.DrawLine(pen, xp2, yp2, xp3, yp3);
g.DrawLine(pen, xp3, yp3, xp4, yp4);
g.DrawLine(pen, xp4, yp4, xp1, yp1);
g.DrawLine(pen, xp1, yp1, xp8, yp8);
g.DrawLine(pen, xp8, yp8, xp7, yp7);
g.DrawLine(pen, xp7, yp7, xp2, yp2);
g.DrawLine(pen, xp2, yp2, xp7, yp7);
g.DrawLine(pen, xp7, yp7, xp6, yp6);
g.DrawLine(pen, xp6, yp6, xp3, yp3);
g.DrawLine(pen, xp3, yp3, xp6, yp6);
g.DrawLine(pen, xp6, yp6, xp5, yp5);
g.DrawLine(pen, xp5, yp5, xp4, yp4);
g.DrawLine(pen, xp4, yp4, xp5, yp5);
g.DrawLine(pen, xp5, yp5, xp8, yp8);
}
The issue comes when I try to manipulate the cube drawn using Matrix.Rotate and nested for loops.
For example I can make a circle with the following code.
private void rotateCube(PaintEventArgs e, int value)
{
Matrix myMatrix = new Matrix();
myMatrix.Rotate(value, MatrixOrder.Append);
e.Graphics.Transform = myMatrix;
}
private void Form1_Paint(o开发者_JAVA技巧bject sender, PaintEventArgs e)
{
for (int x = 0; x < 360; ++x)
{
rotateCube(e, x);
Thread.Sleep(3);
drawCube(e);
}
}
When I use that code to draw a circle I only get the bottom right part of the circle because the origin of the screen (and center of the circle) is 0,0 on a co-ordinate system or the top left of the monitor. My question is... is there a way to move the origin of the screen or circle to perhaps the middle of the screen?
Multiply your rotation matrix by a translation matrix.
Keep in mind that moving the camera by (100px,100px) is equivalent to moving your model by (-100px,-100px).
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